Forgotten Units Mod and stuff...

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GabeKnight
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Re: Forgotten Units Mod

Post by GabeKnight » Sun Apr 01, 2018 9:22 pm

Mod v1.04 loads okay for me. I'm also using the 64bit OoB version 5.2.9.

stan23
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Re: Forgotten Units Mod

Post by stan23 » Sun Apr 01, 2018 9:44 pm

Hmmm. More investigating is needed on my part. Thanx Gabe!

GabeKnight
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Re: Forgotten Units Mod

Post by GabeKnight » Sun Apr 01, 2018 9:54 pm

stan23 wrote:Hmmm. More investigating is needed on my part. Thanx Gabe!
Even played a scenario with some of the new units. Seems okay.
Are you having general loading problems or with some specific scenario played with the mod?

And I like the new theme (music).... :D

stan23
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Re: Forgotten Units Mod

Post by stan23 » Sun Apr 01, 2018 10:15 pm

No, I get the starting screen with the ship silhouette and then a black screen as if trying to load, but that's it.

stan23
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Re: Forgotten Units Mod

Post by stan23 » Sun Apr 01, 2018 10:40 pm

If I hit F8 I can get the loading screen but it doesn't load, but I do get the motorcycle start screen and loading bar, but then it sticks and hangs up. :?

terminator
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Re: Forgotten Units Mod

Post by terminator » Mon Apr 02, 2018 5:01 am

stan23 wrote:If I hit F8 I can get the loading screen but it doesn't load, but I do get the motorcycle start screen and loading bar, but then it sticks and hangs up. :?
The first time when we launch the mod, the load of the main screen (4.94Mo) can take time and we have a black screen while waiting for. Just wait.
Otherwise, you can inactivate the main screen (splash.png) simply by changing its name (what you want) :
splash.JPG
splash.JPG (19 KiB) Viewed 2046 times
In the doubt, delete the mod, launch the official game, quick the game, then reinstalls the mod and try.

stan23
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Re: Forgotten Units Mod

Post by stan23 » Mon Apr 02, 2018 10:01 pm

Nope, still no luck. I reDLed v1.04 just to be sure and no change. I stared at a black screen for a solid 10 min just to be sure before quitting.
BTW, GK Mod boots right up as usual, so I think everything is in its proper place.
I may try to reinstall the whole game when I get a min, and then add the mod, but after that I dunno :?

stan23
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Re: Forgotten Units Mod

Post by stan23 » Tue Apr 03, 2018 12:45 am

I'm just such a damn idiot. :roll: :oops:
I thought I had updated to 5.2.9 but hadn't (was still on 5.2.2)
Now that I'm current it works flawlessly.
I also heartily agree with GabeKnight about the theme music too. :D

Halvralf
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Re: Forgotten Units Mod

Post by Halvralf » Mon Apr 09, 2018 4:12 pm

Well I can load the start screen but then I have no campaigns at all, I have nothing as you can see in the screenshot below.
Attachments
Screenshot 2.jpg
Screenshot 2.jpg (326.07 KiB) Viewed 1956 times
"They couldn't hit an elephant at this distance."

terminator
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Re: Forgotten Units Mod

Post by terminator » Mon Apr 09, 2018 4:31 pm

It is normal, I forgot to rectify a file.
You have to delete the line "unique_scenarios = true" in the file "mod.txt"
unique_scenarios.png
unique_scenarios.png (49.17 KiB) Viewed 1950 times
Other solution :
unique_scenarios(1).png
unique_scenarios(1).png (7.66 KiB) Viewed 1948 times
When I create a scenario with my mod, I use this function "unique_scenarios = true". It is then impossible to modify the others scenarios which have nothing to do with my mod.

Halvralf
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Re: Forgotten Units Mod

Post by Halvralf » Mon Apr 09, 2018 6:04 pm

Aha thanks a lot Terminator, I'll fix it asap! :)
"They couldn't hit an elephant at this distance."

blahtong
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Re: Forgotten Units Mod

Post by blahtong » Fri Apr 13, 2018 9:57 pm

As I was looking through the flags folder I noticed that you have the Republican and Nationalist flags mixed up.

terminator
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Re: Forgotten Units Mod

Post by terminator » Sat Apr 14, 2018 6:37 am

blahtong wrote:As I was looking through the flags folder I noticed that you have the Republican and Nationalist flags mixed up.
Thanks for the bug reports!
It will soon be corrected in the next version.

:arrow: I have a question :
My flags are not floating as the original flags.I tried with the software "Gimp 2" but I did not arrive yet (I would arrive one day certainly).
By testing my new flags in scenarios, I realized two things :
- I find original flags too dark specially when they are in the fog of war
- The fact that my new flags are not floating makes them more net and anyway they are naturally livened up.
For these reasons my flags are not floating for the moment.
What do you think :?:

GabeKnight
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Re: Forgotten Units Mod

Post by GabeKnight » Sat Apr 14, 2018 3:50 pm

terminator wrote:For these reasons my flags are not floating for the moment.
Sorry, but what do you mean by that? Like moving in the wind? If yes, they do and it looks okay to me.
(There are just no Spanish units in your mod yet :wink: )
Screenshot 270.jpg
(forgotten units v1.04)
Screenshot 270.jpg (914.68 KiB) Viewed 1865 times

terminator
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Re: Forgotten Units Mod

Post by terminator » Sat Apr 14, 2018 5:16 pm

Example Poland :

- Official "floating" flag :
flag_poland_128.png
flag_poland_128.png (16.79 KiB) Viewed 1862 times
- Not official not floating flag (not in my mod for the moment) :
capPointFlag_poland (2).png
capPointFlag_poland (2).png (2.86 KiB) Viewed 1862 times
At the beginning I was sceptical with the not floating flags. By making tests, I realized that anyway there was an animation for flags and after all I prefer them because they are clearer.

GabeKnight
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Re: Forgotten Units Mod

Post by GabeKnight » Sat Apr 14, 2018 11:47 pm

Okay, got it. But...I really don't mind, looks good in the game, wouldn't even have noticed something like that. :wink: :)

terminator
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Re: Forgotten Units Mod

Post by terminator » Sat Apr 21, 2018 4:05 pm

Forgotten Units (1.05)

Changes Units :
- German engineers 45 : assault =7 (before = /) (column AF)
- WaffenSS engineers 45 : assault =7 (before = /) (column AF)
- Hungarian engineers 45 : assault =7 (before = /) (column AF)
- Italian L3/33 : recon -> tank
- Italian L3/35 : recon -> tank
- Greek L3/35 : recon -> tank
- Hungarian L3/35 : recon -> tank
- StuG_H42_AT : tank -> anti_tank

Changes Names :
- Nebelwerfer (n°33) -> 15 cm Nebelwerfer 41
- 75mm FK18 (n°1301) -> 7.5 cm FK 18
- 17-cm Kanone 18 (n°1117) -> 17 cm Kanone 18
- 21-cm Mörser 18 (n°1118) -> 21 cm Mörser 18
- Sturmhaubitze 42 (StuH 42) (n°1217 & 3072) -> Sturmhaubitze 42
- PzKw IV C (n°1097) -> PzKw IV Ausf. C (Full name)
- PzKw IV D (n°1098) -> PzKw IV Ausf. D (Full name)
- PzKw IV E (n°1099) -> PzKw IV Ausf. E (Full name)
- PzKw IV F1 (n°1100) -> PzKw IV Ausf. F (Full name)
- PzKw. IV F2 (n°1182) -> PzKw IV Ausf. F/2 (Full name)
- PzKw. IV H (n°1183) -> PzKw IV Ausf. H (Full name)
- PzKw IVJ (n°3084) -> PzKw IV Ausf. J (Full name)
- StuG III B (n°1266) (TK) -> StuG III Ausf. B
- StuG III D (n°1267) (TK) -> StuG III Ausf. D
- StuG III E (n°1268) (TK) -> StuG III Ausf. E
- StuG III F (n°1269) (AT) -> StuG III Ausf. F
- StuG III F/8 (n°1270) (AT) -> StuG III Ausf. F/8
- StuG_III_B_ART (n°1314) (ART) -> StuG III Ausf. B
- StuG_III_D_ART (n°1315) (ART) -> StuG III Ausf. D
- StuG_III_E_ART (n°1316) (ART) -> StuG III Ausf. E
- PzKW II (n°1095) -> PzKw II Ausf. B

New units :
Germany :
- 21 cm Nebelwerfer 42 (n°6136)
- 7.5 cm FK 16 nA (n°6137)(only horse transport)
- 21 cm Kanone 12 (E) (n°6138)
- 10.5 cm leFH 18M (n°6143)
- 10.5 cm leFH 18/40 (n°6144)
- PzKw IV Ausf. G (n°6139)
- StuG III Ausf. A (n°6140) (TK)
- StuG III Ausf. A (n°6141) (ART)
- PzKw II Ausf. F (n°6142)

New Factions :
- Vichy France
- Free Poland (Poland flag without blazon)

Others :
- file mod.txt :unique_scenarios = false
- Spanish Republican and Nationalist flags mixed up -> corrected
- new Graphics Icon Units for Hungarian & WaffenSS mortar infantry,75mm Bofors M1929 AT Greece.

I did not have time to change the statistics of the new units.

The link : http://www.mediafire.com/file/0msl96iei ... .05%29.zip

terminator
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Re: Forgotten Units Mod

Post by terminator » Mon Apr 23, 2018 12:30 pm

The German Heavy Mortar Infantry (German 12cm Mortar Granatwerfer 42) :
HeavyMortar.png
HeavyMortar.png (253.05 KiB) Viewed 1767 times
Double dose :lol:

Erik2
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Re: Forgotten Units Mod

Post by Erik2 » Mon Apr 23, 2018 2:19 pm

I really like this project.
Would you be interested in adding proper ship speeds?
I already have a list with corrected movement rates on all/most of the stock ships.

terminator
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Re: Forgotten Units Mod

Post by terminator » Mon Apr 23, 2018 9:23 pm

Erik2 wrote:I really like this project.
Would you be interested in adding proper ship speeds?
I already have a list with corrected movement rates on all/most of the stock ships.
Thanks for the support :D
I did not worry about ships yet. The only thing which really annoys me is the time of recharging in torpedoes of the submarines which is too long.
I shall be interested to add your statistics. Ships are not my speciality.

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